#ifndef INCLUDED_JUMPNRUN_ENEMIES_H
#define INCLUDED_JUMPNRUN_ENEMIES_H
-#include <badge/ui/sprite.h>
-#include <badge/util/rectangle.h>
+#include "../ui/sprite.h"
+#include "../util/rectangle.h"
+#include "moveable.h"
#include "tiles.h"
struct jumpnrun_game_state;
size_t animation_length;
badge_sprite const *animation_frames;
+ vec2d extent;
+ rectangle hitbox;
vec2d spawn_inertia;
void (*collision_tiles)(struct jumpnrun_enemy *self,
- vec2d *desired_position,
- struct jumpnrun_level *lv,
- struct jumpnrun_tile_range const *visible_tiles);
+ vec2d *desired_position,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles);
void (*collision_player)(struct jumpnrun_enemy *self,
- struct jumpnrun_game_state *state);
+ struct jumpnrun_game_state *state,
+ vec2d *player_inertia_mod);
void (*game_tick)(struct jumpnrun_enemy *self,
- struct jumpnrun_game_state *state,
+ struct jumpnrun_game_state *state,
struct jumpnrun_level *lv,
- struct jumpnrun_tile_range const *visible_tiles);
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod);
} jumpnrun_enemy_type;
typedef struct jumpnrun_enemy {
- vec2d spawn_pos;
- vec2d current_pos;
- vec2d inertia;
- unsigned flags;
- unsigned tick_counter;
- unsigned current_frame;
+ jumpnrun_moveable base;
+ vec2d spawn_pos;
+ unsigned flags;
jumpnrun_enemy_type const *type;
} jumpnrun_enemy;
-static inline rectangle rect_from_enemy(jumpnrun_enemy const *enemy) {
- badge_sprite const *cur_sprite = &enemy->type->animation_frames[(enemy->tick_counter / enemy->type->animation_ticks_per_frame) % enemy->type->animation_length];
- rectangle r = { enemy->current_pos, { FIXED_POINT(cur_sprite->width, 0), FIXED_POINT(cur_sprite->height, 0) } };
- return r;
-}
+static inline rectangle const *enemy_box (jumpnrun_enemy const *enemy) { return &enemy->base.current_box ; }
+static inline vec2d enemy_position (jumpnrun_enemy const *enemy) { return enemy->base.current_box.pos; }
+static inline rectangle enemy_hitbox (jumpnrun_enemy const *enemy) { rectangle r = enemy->type->hitbox; rectangle_move_rel(&r, enemy_position(enemy)); return r; }
+static inline badge_sprite const *enemy_sprite (jumpnrun_enemy const *enemy) { return &enemy->type->animation_frames[enemy->base.anim_frame]; }
+static inline uint8_t enemy_render_flags(jumpnrun_enemy const *enemy) { return fixed_point_lt(enemy->base.inertia.x, FIXED_POINT(0, 0)) ? 0 : BADGE_BLT_MIRRORED; }
enum {
JUMPNRUN_ENEMY_SPAWNED = 1,
enum {
JUMPNRUN_ENEMY_TYPE_CAT,
+ JUMPNRUN_ENEMY_TYPE_MUSHROOM,
+ JUMPNRUN_ENEMY_TYPE_BUNNY,
+ JUMPNRUN_ENEMY_TYPE_SNAKE,
+ JUMPNRUN_ENEMY_TYPE_SPIRAL,
JUMPNRUN_ENEMY_TYPE_COUNT
};
extern jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT];
void jumpnrun_process_enemy(jumpnrun_enemy *self,
- badge_framebuffer *fb,
- struct jumpnrun_game_state *state,
- struct jumpnrun_level *lv,
- struct jumpnrun_tile_range const *visible_tiles);
+ badge_framebuffer *fb,
+ struct jumpnrun_game_state *state,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod);
#endif